Let's take a quick look at all the available gestures on iOS devices. You probably know them, but it will be good to have a complete list. So, as you of course know, people interact with the iOS device by forming gestures on the touchscreen. These gestures elicit a close personal connection with the content and enhance the sense of direct manipulation of onscreen objects. People generally expect the following standard gestures to work the same across the system and in every app. Tap activates control or selects an item.
Drag moves an element from side to side drags an element across the screen. Flick scrolls or bans quickly. Swipe when performed with one finger three turns to the previous screen reveals the hidden view in a split view controller reveals the delete button in a table of Euro or reveals actions in a peak when performed with four fingers on an iPad switches between apps double tap, zooms in and centers content or an image or zooms out if already zoomed in. Pinch zooms in when pinching outward, zooms out when pinching inward, touch and hold when performed in editable or selectable text displays a magnified view for course or positioning, when performed in certain views, such as a collection view, enters a mood that allows items to be rearranged. Shake initiatives undo or redo. I have seen shake gestures to different things in different apps though.
So the guidelines present these eight gestures. But actually, there are now more gestures made possible with the 3d touch. It adds at least two more levels. The soft press and hard press. The soft touch and hold is now for example, peek. There are now three levels of touch interactions, usual top level, light press and hard press.
But potentially similar gestures can do different things on different levels. Let's go over some guidelines. Now. First, as a general rule, use standard gestures. People are familiar with the standard gestures and don't appreciate being forced to learn different ways to do the same thing in games and Other immersive apps, custom gestures can be a fun part of the experience. In other apps, it's best to use standard gestures, so extra effort isn't needed to discover or remember them.
Don't block system wide gestures. In addition to the standard gestures, some additional gestures invoke system wide actions, such as the revealing Control Center on the Education Center. people rely on these gestures to work in every app. Avoid using standard gestures to perform non standard actions. Unless your app is a game in active gameplay, redefining the meaning of standard gestures leads to confusion and complexity. Again, I have noticed that a non standard use of shake gesture can be beneficial, especially when there is no need to undo things in a particular screen.
For example, I've seen It used as a shake to chat, like shake to get a random chat thing. And it was okay. Because no one uses shake to undo anyway guys offered shortcut gestures to supplement, not replace interface based navigation and actions. Whenever possible, offer a simple, visible way to navigate or perform an action, even if it means an extra tap or too many system apps including navigation bar that provides a clear tappable button back to the previous screen. But Users can also navigate back by swiping from the left side of the screen. on iPad, people can exit to the home screen by pressing the Home button or by using a fourth finger pinching gesture.
Use multi finger gestures to enhance the experience of some apps Although gestures involving multiple fingers at once aren't appropriate for every app, they can enrich the experience in some apps, such as games and drone apps. For example, a game might include multiple on screen controls, such as a joystick, and firing buttons that can be operated simultaneously. Multi finger gestures, multi finger control